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A Dragonriders of Pern B/C RP 

Tags: Pern, Dragons, Dragonriders, Role-Play, Fantasy 

Reply [IC RP] High Reaches Weyr
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Princess_Feylin rolled 1 20-sided dice: 7 Total: 7 (1-20)

Princess_Feylin

Lonely Bookworm

PostPosted: Thu Sep 12, 2019 3:04 pm
Reya and Green Raqisath
Second Wave
Hour 4, Roll 1

User Image

HP: 4
Status: ---
Other:---


It was, perhaps, inevitable that the way Raqisath was flying, they were bound to come into trouble. Just as the green began another tight twist the wind behind them rose suddenly, trapping her momentarily in a half-contorted position which made it impossible for her to fight the gust's force and blew her so that her side was temporarily fore-facing, and thus the first part of her to come into contact with a cluster of Thread she had not yet had the opportunity to flame. The searing spore scored her hide along her side, and in an instinctual reaction to the pain she spat a tiny burst of flame at it, sending a rush of fire along her own largely fireproof hide as well as her rider's less fireproof right leg.

Reya gasped and barely remembered not to clutch at her leg as a painful blast of fire grazed it. The flame was too short in duration to do any serious damage - she hoped! - but she could tell that her right boot was ruined and her calf felt more than a little roasted. She was, at least momentarily, grateful for the frigid winds, which almost acted as a balm to her burn. She really, really hoped that the burn was minor, along the lines of tender rather than raw and weeping flesh, because there was still nearly an hour of Fall to go and that was plenty of time for her toasted boot to get into a gooey burn and stick.

The horror Raqi felt upon realizing she had accidentally burned her rider was acute and akin to having a cold lead weight dropped into her stomach, and she wanted desperately to land and have Reya see the healers, but she could sense her rider's determination to try to finish out the fall and didn't have time to argue.


Hour 3, Roll 1:7
7. This is horrible. Thread is a lot more potent than you expected. While it started off relatively quiet, the wind gusts so high up are a lot stronger than you expected. If you’re a white or green whose adult size is smaller than 24’, you’ll find yourself struggling. You are blown right into a clump of thread. Damage: -5 HP.
Hour 3, Roll 2: 19
19-20. It's a bit of a mixed bag here. To start, your dragon bit his or her tongue while you were feeding them stone and now there's just a constant residual ache in both your mouths. While you've managed to spit flame at the Enemy and char it into dust, you clearly need to work on your firestone toss because you wrenched an arm muscle during your last throw. Ow. To make matters worse, you wound up missing a formation change, and almost had a mid-air collision with a fellow weyrling. [If this is your 3rd time rolling, you take -4 HP from all the tongue-biting and arm wrenching, and quote a Weyrling to take -5HP from damage.]
Hour 3, Roll 3: 5
5-6. Your adrenaline is pumping and you feel fit to fight! Whatever fears or worries you have, you’re absolutely ready to take the world by storm. Your dragon wheels and dives, and you wind up successfully flaming some strands. Of course, you also find yourself suddenly dangling in some mighty precarious positions as your dragon avoids getting smacked by a tangle of Thread. The straps you so valiantly worked on are the only thing keeping you from plummeting to your death. Let’s hope Thread doesn’t latch onto those thick leathers… and if they do, that your backup security straps work! Thankfully, as the fight continues, you focus on what’s important--flaming down Thread. If white, green, or blue, you wind up saving one of your wingmates thanks to your impressive quick wingwork! Damage Save Quote a wingmate and save them from the damage they would take. If brown or bronze, you play a bit of hero. Knowing your dragon should be able to take a hit, you can Self-Sacrifice. Quote a wingmate and take their damage instead. While it may hurt you, it also means you were able to save the day.
Hour 4, Roll 1: 7
7. This is horrible. Thread is a lot more potent than you expected. While it started off relatively quiet, the wind gusts so high up are a lot stronger than you expected. If you’re a white or green whose adult size is smaller than 24’, you’ll find yourself struggling. You are blown right into a clump of thread. Damage: -5 HP.
Hour 4, Roll 2:
Hour 4, Roll 3:
 
magnadearel rolled 1 20-sided dice: 15 Total: 15 (1-20)
PostPosted: Thu Sep 12, 2019 3:10 pm
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Weyrling M’ton and Green Zygmuth

HP: 14 -2= 12
First Wave- Hour 1
Roll 2: 15. As you're wheeling and diving and cutting through the thread, you make some impressive moves. Your dragon takes some ash damage but it's light, and a reminder to try to avoid flying directly into the burning flames. Damage -2 HP

Thankfully, throughout, you do manage to see some thread coming right at a fellow weyrling. You call out to them and save the day! My oh my, how impressive you are! Save Quote a wingmate and nullify any damage they're to take!
(Save: 1)

His lucky little green was showing her true form today. Zygmuth flew gracefully through her moves as she did her part against the scourge of thread. Strands of thread crumbled to char and ash beneath her flames. The green gave a tiny squeak as she flew through her own ash cloud. That stung a little!

Coming out of the cloud though put her directly in line to see thread coming at her fellow weyrling. Above you! Zygmuth hailed her sibling as she flew above them to flame the thread to harmlessness. M'ton smiled and slapped her shoulder proudly for the save.  

magnadearel

Princess_Feylin rolled 1 20-sided dice: 20 Total: 20 (1-20)

Princess_Feylin

Lonely Bookworm

PostPosted: Thu Sep 12, 2019 3:18 pm
Reya and Green Raqisath
Second Wave
Hour 4, Roll 2

User Image

HP: 4
Status: ---
Other:---


Reya... Raqisath said in a mindvoice deeply tinged by shame. I need more firestone.

The green's deep shame was because she had used up the last of her fiery breath in a startled reaction to being Threadscored which had caused her to burn her own rider's leg. It was a shame she would probably not shake until Reya's leg healed, and likely longer than that. The little green had an impressive capacity for self-recrimination, even when she wasn't really at fault. Now that she was...it would be bad. And in the mean time she felt more than a little guilt requesting firestone.

Reya's elbow twinged as she went through the oft-practiced motions of unsealing their bag of firestone and transferring the rocks to her dragon, tossing as best she could with an elbow that now felt as though a slender spike had been driven through it. It was not a good throw, and once again Raqi was forced to work to catch the necessary stones. Once again, her tongue got caught between her teeth and rider and dragon experienced a shock of pain in their mouths. Raqi shook her head to try to force the pain to dissipate faster to absolutely no avail, and in so doing missed another formation change. For a second time, she found herself having to scramble to avoid running into a larger dragon who would almost certainly not bear the brunt of any injury resulting from their potential crash.

We're almost through, Reya thought grimly, gritting her teeth against an aching tongue which was not her own, the dull throb of Threadscores which were also not her own, and the flare of a burned leg which was hers and hurt despite the freezing winds swirling around the wing.


Hour 3, Roll 1:7
7. This is horrible. Thread is a lot more potent than you expected. While it started off relatively quiet, the wind gusts so high up are a lot stronger than you expected. If you’re a white or green whose adult size is smaller than 24’, you’ll find yourself struggling. You are blown right into a clump of thread. Damage: -5 HP.
Hour 3, Roll 2: 19
19-20. It's a bit of a mixed bag here. To start, your dragon bit his or her tongue while you were feeding them stone and now there's just a constant residual ache in both your mouths. While you've managed to spit flame at the Enemy and char it into dust, you clearly need to work on your firestone toss because you wrenched an arm muscle during your last throw. Ow. To make matters worse, you wound up missing a formation change, and almost had a mid-air collision with a fellow weyrling. [If this is your 3rd time rolling, you take -4 HP from all the tongue-biting and arm wrenching, and quote a Weyrling to take -5HP from damage.]
Hour 3, Roll 3: 5
5-6. Your adrenaline is pumping and you feel fit to fight! Whatever fears or worries you have, you’re absolutely ready to take the world by storm. Your dragon wheels and dives, and you wind up successfully flaming some strands. Of course, you also find yourself suddenly dangling in some mighty precarious positions as your dragon avoids getting smacked by a tangle of Thread. The straps you so valiantly worked on are the only thing keeping you from plummeting to your death. Let’s hope Thread doesn’t latch onto those thick leathers… and if they do, that your backup security straps work! Thankfully, as the fight continues, you focus on what’s important--flaming down Thread. If white, green, or blue, you wind up saving one of your wingmates thanks to your impressive quick wingwork! Damage Save Quote a wingmate and save them from the damage they would take. If brown or bronze, you play a bit of hero. Knowing your dragon should be able to take a hit, you can Self-Sacrifice. Quote a wingmate and take their damage instead. While it may hurt you, it also means you were able to save the day.
Hour 4, Roll 1: 7
7. This is horrible. Thread is a lot more potent than you expected. While it started off relatively quiet, the wind gusts so high up are a lot stronger than you expected. If you’re a white or green whose adult size is smaller than 24’, you’ll find yourself struggling. You are blown right into a clump of thread. Damage: -5 HP.
Hour 4, Roll 2: 20
19-20. It's a bit of a mixed bag here. To start, your dragon bit his or her tongue while you were feeding them stone and now there's just a constant residual ache in both your mouths. While you've managed to spit flame at the Enemy and char it into dust, you clearly need to work on your firestone toss because you wrenched an arm muscle during your last throw. Ow. To make matters worse, you wound up missing a formation change, and almost had a mid-air collision with a fellow weyrling. [If this is your 3rd time rolling, you take -4 HP from all the tongue-biting and arm wrenching, and quote a Weyrling to take -5HP from damage.]
Hour 4, Roll 3:
 
magnadearel rolled 1 20-sided dice: 13 Total: 13 (1-20)
PostPosted: Thu Sep 12, 2019 3:21 pm
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Weyrling M’ton and Green Zygmuth

HP: 12
First Wave- Hour 1
Roll 3: 12-14. Firestone run! A weyrlings primary purpose, after all. Roll 5 D100s. Evens are successful tosses that make their mark. Odds are botched tosses that result in a second or third throw needed. (No you don’t have to roll it, it is just assumed to have happened.) Additional touches are as follows:

- If you roll a 1 you and your dragon wind up getting KO’d on your way to deliver the stone. You wind up flying right into a patch of Thread (or blown into one) and the damage is so great you fall from the sky. Death is fine but not required. Your weyrling probably won’t be graduating on time though, due to the injury. Talk about a harsh blooding!
- If you roll Odds in the 30s you can tell you’ve pissed off a wingrider. If you roll evens, you wind up calling out and warning them of danger! You are a pro!
- If you roll Odds in the 50s you’ve botched throwing stone to the Wingleader or Wingsecond. Hoo boy. If it’s evens, you land the roll and it’s a success. They even give you a salute. Awesome!
- If you roll Odds in the 90s you’ve botched getting stone to the Weyrleader or Weyrsecond. You’re ruined. If it’s evens, you land it on your first attempt and even get a nod of thanks! Amaaaazing!
- If you roll a 100 you not only successfully throw stone to a Wingleader or Wingsecond but you actually manage to save them from getting scored, thanks to some quick thinking and fancy flying on your part. It wasn’t a risk--just what team members do. On your way back, you’re also able to call out to one of you wingmates, and help them out too. What a hero you are! Save Earn a damage save to use on one of your fellow weyrlings at any point during the game!

(Save: 1)

There came a bit of a break in the fall of thread, when their first firestone run was called for. M'ton waved to the rider to signal he'd gotten the message. They moved into position to give the change over. Just like they'd practiced.

Except things didn't go like expected. His first throw was completely botched by the wind catching the straps just as he let go and twisting it away from the rider. M'ton winced to himself. His next two throws didn't go much better either. Both bags flying well wide of their marks. He couldn't help but see the frowns on the rider's faces.

M'ton looked toward the next rider and gulped. It was a wingsecond. Ulix and Argoth, Zygmuth supplied helpfully. Oh shards. He'd better not screw this up! M'ton took careful aim and gave a great heave. He watched it sail through the air with his breath stuck in his throat. A great exhale escaped him as the wingsecond easily caught it. Good job! Zygmuth trilled. Despite the boost in confidence, his last throw also failed miserably. He doubted anyone would ever call him for firestone duty again.

medigel
Wingsecond ulix/argoth- getting a firestone deliver


83- Failed!
47- Failed!
3- Failed!
94- Successful!
75- Failed!  

magnadearel

magnadearel rolled 5 100-sided dice: 83, 47, 3, 94, 75 Total: 302 (5-500)

magnadearel

PostPosted: Thu Sep 12, 2019 3:27 pm
Firestone throws!  
Princess_Feylin rolled 1 20-sided dice: 12 Total: 12 (1-20)
PostPosted: Thu Sep 12, 2019 3:45 pm
Reya and Green Raqisath
Second Wave
Hour 4, Roll 3

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HP: 4
Status: ---
Other:---


The order to make a firestone run came at an opportune time in that Raqisath's strength was beginning to flag toward the end of their shift. On the other hand, Reya's throwing arm was already not in fantastic shape, and the occasional shooting pains which had only flared up in her elbow when she had to make a throwing motion had become more or less constant, along with the screaming discomfort of her flame-scored calf. The secondary pain she felt from Raqisath through their bond was, well, secondary and not doing too much to hinder her throwing ability, but it was with a grim determination that she directed Raqi to drop so that they could be loaded up with sacks of firestone.

Once their cargo was arranged and attached to their straps, the weary pair went aloft once more to begin replenishing their wingmates' supplies of the crucial rock. It was with a sense of pride that they earned a salute from a wingsecond for a well-thrown sack. Given Reya's fair-to-middling skill in throwing things, this really felt like a feather in her cap. Even Raqi felt pleased, perhaps inordinately so. Unfortunately, as they unloaded their last two sacks Reya's elbow began to fail and her fourth toss ended up hitting the wingrider herself, rather than landing in her waiting arms, earning her a dirty look and some sort of curse Reya couldn't hear over the winds. Her last throw was similarly off the mark, which irked her, but by the time she'd rid herself of their final bag of firestone her strained elbow hurt more than her burnt leg.

They were fortunate that the remainder of Fall was uneventful, for neither dragon nor rider felt in any condition to pull anymore acts of aerial acrobatics or heroism beyond the basic charge to destroy Thread.


Hour 3, Roll 1:7
7. This is horrible. Thread is a lot more potent than you expected. While it started off relatively quiet, the wind gusts so high up are a lot stronger than you expected. If you’re a white or green whose adult size is smaller than 24’, you’ll find yourself struggling. You are blown right into a clump of thread. Damage: -5 HP.
Hour 3, Roll 2: 19
19-20. It's a bit of a mixed bag here. To start, your dragon bit his or her tongue while you were feeding them stone and now there's just a constant residual ache in both your mouths. While you've managed to spit flame at the Enemy and char it into dust, you clearly need to work on your firestone toss because you wrenched an arm muscle during your last throw. Ow. To make matters worse, you wound up missing a formation change, and almost had a mid-air collision with a fellow weyrling. [If this is your 3rd time rolling, you take -4 HP from all the tongue-biting and arm wrenching, and quote a Weyrling to take -5HP from damage.]
Hour 3, Roll 3: 5
5-6. Your adrenaline is pumping and you feel fit to fight! Whatever fears or worries you have, you’re absolutely ready to take the world by storm. Your dragon wheels and dives, and you wind up successfully flaming some strands. Of course, you also find yourself suddenly dangling in some mighty precarious positions as your dragon avoids getting smacked by a tangle of Thread. The straps you so valiantly worked on are the only thing keeping you from plummeting to your death. Let’s hope Thread doesn’t latch onto those thick leathers… and if they do, that your backup security straps work! Thankfully, as the fight continues, you focus on what’s important--flaming down Thread. If white, green, or blue, you wind up saving one of your wingmates thanks to your impressive quick wingwork! Damage Save Quote a wingmate and save them from the damage they would take. If brown or bronze, you play a bit of hero. Knowing your dragon should be able to take a hit, you can Self-Sacrifice. Quote a wingmate and take their damage instead. While it may hurt you, it also means you were able to save the day.
Hour 4, Roll 1: 7
7. This is horrible. Thread is a lot more potent than you expected. While it started off relatively quiet, the wind gusts so high up are a lot stronger than you expected. If you’re a white or green whose adult size is smaller than 24’, you’ll find yourself struggling. You are blown right into a clump of thread. Damage: -5 HP.
Hour 4, Roll 2: 20
19-20. It's a bit of a mixed bag here. To start, your dragon bit his or her tongue while you were feeding them stone and now there's just a constant residual ache in both your mouths. While you've managed to spit flame at the Enemy and char it into dust, you clearly need to work on your firestone toss because you wrenched an arm muscle during your last throw. Ow. To make matters worse, you wound up missing a formation change, and almost had a mid-air collision with a fellow weyrling. [If this is your 3rd time rolling, you take -4 HP from all the tongue-biting and arm wrenching, and quote a Weyrling to take -5HP from damage.]
Hour 4, Roll 3: 12
12-14. Firestone run! A weyrlings primary purpose, after all. Roll 5 D100s. Evens are successful tosses that make their mark. Odds are botched tosses that result in a second or third throw needed. (No you don’t have to roll it, it is just assumed to have happened.) Additional touches are as follows:
  • If you roll a 1 you and your dragon wind up getting KO’d on your way to deliver the stone. You wind up flying right into a patch of Thread (or blown into one) and the damage is so great you fall from the sky. Death is fine but not required. Your weyrling probably won’t be graduating on time though, due to the injury. Talk about a harsh blooding!
  • If you roll Odds in the 30s you can tell you’ve pissed off a wingrider. If you roll evens, you wind up calling out and warning them of danger! You are a pro!
    If you roll Odds in the 50s you’ve botched throwing stone to the Wingleader or Wingsecond. Hoo boy. If it’s evens, you land the roll and it’s a success. They even give you a salute. Awesome!
  • If you roll Odds in the 90s you’ve botched getting stone to the Weyrleader or Weyrsecond. You’re ruined. If it’s evens, you land it on your first attempt and even get a nod of thanks! Amaaaazing!
  • If you roll a 100 you not only successfully throw stone to a Wingleader or Wingsecond but you actually manage to save them from getting scored, thanks to some quick thinking and fancy flying on your part. It wasn’t a risk--just what team members do. On your way back, you’re also able to call out to one of you wingmates, and help them out too. What a hero you are! Save Earn a damage save to use on one of your fellow weyrlings at any point during the game!
  •  

    Princess_Feylin

    Lonely Bookworm

    Princess_Feylin rolled 5 100-sided dice: 2, 58, 70, 39, 71 Total: 240 (5-500)

    Princess_Feylin

    Lonely Bookworm

    PostPosted: Thu Sep 12, 2019 3:48 pm
    Firestone run! A weyrlings primary purpose, after all. Roll 5 D100s. Evens are successful tosses that make their mark. Odds are botched tosses that result in a second or third throw needed. (No you don’t have to roll it, it is just assumed to have happened.) Additional touches are as follows:
    • If you roll a 1 you and your dragon wind up getting KO’d on your way to deliver the stone. You wind up flying right into a patch of Thread (or blown into one) and the damage is so great you fall from the sky. Death is fine but not required. Your weyrling probably won’t be graduating on time though, due to the injury. Talk about a harsh blooding!
    • If you roll Odds in the 30s you can tell you’ve pissed off a wingrider. If you roll evens, you wind up calling out and warning them of danger! You are a pro!
    • If you roll Odds in the 50s you’ve botched throwing stone to the Wingleader or Wingsecond. Hoo boy. If it’s evens, you land the roll and it’s a success. They even give you a salute. Awesome!
    • If you roll Odds in the 90s you’ve botched getting stone to the Weyrleader or Weyrsecond. You’re ruined. If it’s evens, you land it on your first attempt and even get a nod of thanks! Amaaaazing!
    • If you roll a 100 you not only successfully throw stone to a Wingleader or Wingsecond but you actually manage to save them from getting scored, thanks to some quick thinking and fancy flying on your part. It wasn’t a risk--just what team members do. On your way back, you’re also able to call out to one of you wingmates, and help them out too. What a hero you are! Save Earn a damage save to use on one of your fellow weyrlings at any point during the game!
     
    magnadearel rolled 1 20-sided dice: 3 Total: 3 (1-20)
    PostPosted: Thu Sep 12, 2019 3:55 pm
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    Weyrling M’ton and Green Zygmuth

    HP: 12-1=11
    First Wave- Hour 2
    Roll 1: 2-3. Things got heavy, fast! Thread seems to be everywhere, or at least, slipping through more than you thought it would. Is it just your location? Are other weyrlings this unlucky? Your dragon catches some, but not all, of the strands and what's worse, you wind up getting scored in the process! Thankfully, while the damage isn't major it's enough to send a shock of pain through the link. Threadscore: Take -1 Damage from Threadscore. Every time you roll this prompt, the damage goes up +1 as you and your dragon begin to exhaust themselves. Saves can nullify some or all of the damage, but the counter will continue to go up; Encouragement will reset the counter back to -1.


    The hour rolled by. M'ton returned to his position in the wing as their second hour of threadfall rolled in. More and more seemed to be falling through. He worriedly checked with Zygmuth. Were other weyrlings having this issue too? Zygmuth, in the process of flaming a large clump of thread, turns to look. Unfortunately leaving some thread unburned as it grazes her shoulder. She squeals and takes a quick hop between to kill the filaments before they cause too much damage.

    M'ton winces in sympathy as he checks the scores. Do you want to rest? They could go back and have the healers place some numbweed on the wounds. No they will be alright. He watched her a moment longer before turning his attention back to the dangerous menace.  

    magnadearel

    magnadearel rolled 1 20-sided dice: 14 Total: 14 (1-20)

    magnadearel

    PostPosted: Thu Sep 12, 2019 4:04 pm
    User Image
    Weyrling M’ton and Green Zygmuth

    HP: 11
    First Wave- Hour 2
    Roll 2: 12-14. Firestone run! A weyrlings primary purpose, after all. Roll 5 D100s. Evens are successful tosses that make their mark. Odds are botched tosses that result in a second or third throw needed. (No you don’t have to roll it, it is just assumed to have happened.) Additional touches are as follows:
    - If you roll a 1 you and your dragon wind up getting KO’d on your way to deliver the stone. You wind up flying right into a patch of Thread (or blown into one) and the damage is so great you fall from the sky. Death is fine but not required. Your weyrling probably won’t be graduating on time though, due to the injury. Talk about a harsh blooding!
    - If you roll Odds in the 30s you can tell you’ve pissed off a wingrider. If you roll evens, you wind up calling out and warning them of danger! You are a pro!
    - If you roll Odds in the 50s you’ve botched throwing stone to the Wingleader or Wingsecond. Hoo boy. If it’s evens, you land the roll and it’s a success. They even give you a salute. Awesome!
    - If you roll Odds in the 90s you’ve botched getting stone to the Weyrleader or Weyrsecond. You’re ruined. If it’s evens, you land it on your first attempt and even get a nod of thanks! Amaaaazing!
    - If you roll a 100 you not only successfully throw stone to a Wingleader or Wingsecond but you actually manage to save them from getting scored, thanks to some quick thinking and fancy flying on your part. It wasn’t a risk--just what team members do. On your way back, you’re also able to call out to one of you wingmates, and help them out too. What a hero you are! Save Earn a damage save to use on one of your fellow weyrlings at any point during the game!


    He tried not to cringe when Zygmuth passed the message that riders needed more firestone. He hadn't done so well last time. M'ton returned to the weyr for fresh sacks, then took his position to throw. He couldn't help but noticed the first two riders were both high ranking members. With his nerves already frayed, it was no surprise when he missed both throws. He would so be hearing about this after fall was over, M'ton was positive.

    His next toss to a stately green was much better. Followed by another dismal attempt to a brown. Not even his bright green could cheer him up, but she supported him enough to succeed with a throw to a blue. That was utterly pathetic. He thought to her. We'll get better M'tonmine.


    97- Failed! (Weyrleader or Weyrsecond)
    97- Failed! (Weyrleader or Weyrsecond)
    70- Successful!
    49- Failed!
    74- Successful!  
    magnadearel rolled 5 100-sided dice: 97, 97, 70, 49, 74 Total: 387 (5-500)
    PostPosted: Thu Sep 12, 2019 4:06 pm
    Firestone Roll!  

    magnadearel

    magnadearel rolled 1 20-sided dice: 4 Total: 4 (1-20)

    magnadearel

    PostPosted: Thu Sep 12, 2019 4:15 pm
    User Image
    Weyrling M’ton and Green Zygmuth

    HP: 11
    First Wave- Hour 2
    Roll 3: 4. You're suddenly having a moment of panic. This is real. This is too real. You are now face-to-face with the deadly menace that has killed so many. The silver strands wind and twist and reach out for you, and you suddenly find yourself filled with doubt and worry. Can you do this? Why are you up here? What about all those that failed? How can you do this for the rest of your life -- a life that could well be cut short!?! Thankfully, while you are having a moments panic, your dragon seems to know what to do--especially when the lurch to the side and dive to flame down a few patches of Thread. While this doesn't really calm you, and you're still sweating bullets beneath that helmet, you do begin to focus more on sweeping up the Thread. [If your roll this five times or more throughout the course of the game, your Panic will get the best of you and you will panic yourself as you jump Between. You may choose to 1. die and be lost forever 2. appear from Between way off course and take Major Damage -12 HP by jumping right in a nasty clump that you weren't even supposed to be near or 3. appear from Between way off course right in your fellows airspace. Quote a weyrling and give them Major Damage -12 HP for flaming them or startling them into a patch. You in trouble now. Encouragement has no effect on this outcome or counter though you can be saved from damage.]


    The battle was starting to drag on him as the second hour slowly ticked to an end. M'ton could feel the fatigue, as he panted and sweated. Was there any point to this? We are defending Pern. How could they stand against something so big? Because we are dragon and rider. Silver strands all around them seemed to be reaching for them. I will protect you!

    Zygmuth gave a challenging roar as she belched flames at several patches of thread. M'ton gave himself a shake. Thanks. The shift would be coming soon, then they could take a break, get Zygmuth's wounds treated, and scrub the stink of firestone from their bodies. M'ton was glad when the call finally was passed and the switch over done. He pictured the weyr and felt between close around them.  
    Dea and #Teddy# rolled 1 20-sided dice: 5 Total: 5 (1-20)
    PostPosted: Fri Sep 13, 2019 11:10 pm
    Zamistia and Brown Nanuth

    User Image - Blocked by "Display Image" Settings. Click to show.



    HP: 22-1= 21
    Status: Threadscore (damage +1 every time 2 or 3 is rolled)


    Zamistia was feeling even better as she made sure to adjust her straps as best as she could, so she wouldn't have to worry about them. She did so just in time, as Nanuth did some more of his fancy aerial moves, to take down some Thread near them. As she hung in ways that were a little nerve wracking, she was thankful she thought to fix her straps. She allowed Nanuth to do what he did best, flame down the silvery strands. As they seemed to be getting into a rhythm, she noticed one of their wingmates in trouble.

    Nanuth, someone is in trouble,she thought to her brown.

    Not if we can help it, hold on, Mine,Nanuth replied, before going to take the brunt of what his family was about to get hurt with.




    Hour 1, Roll 1- 5.
    5-6. Your adrenaline is pumping and you feel fit to fight! Whatever fears or worries you have, you’re absolutely ready to take the world by storm. Your dragon wheels and dives, and you wind up successfully flaming some strands. Of course, you also find yourself suddenly dangling in some mighty precarious positions as your dragon avoids getting smacked by a tangle of Thread. The straps you so valiantly worked on are the only thing keeping you from plummeting to your death. Let’s hope Thread doesn’t latch onto those thick leathers… and if they do, that your backup security straps work! Thankfully, as the fight continues, you focus on what’s important--flaming down Thread. If white, green, or blue, you wind up saving one of your wingmates thanks to your impressive quick wingwork! Damage Save Quote a wingmate and save them from the damage they would take. If brown or bronze, you play a bit of hero. Knowing your dragon should be able to take a hit, you can Self-Sacrifice. Quote a wingmate and take their damage instead. While it may hurt you, it also means you were able to save the day.


    Hour 1, Roll 2- 8. 8. Everything seemed to be going great. You manage to flame down quite a few clumps, and are even able to show off some impressive aeriel displays. Look at how amazing you are! Unfortunately, as a new Threadfighter, you’re finding it a lot more dizzying. Your jumps Between are sloppier than they usually are at drills. If your rider is naturally more nervous or anxious, you will find yourself jumping way outside of formation and wind up in a wingmates airspace. Damage: Quote a wingmate and have them take -5 damage from averting running into you and flying right into a strand of Threadfall

    If you are a more confident rider, your sudden confusion winds up costing you. In your attempts to correct your earlier trouble, you overcompensate for your earlier mistakes and this time wind up jumping Between right into a clump of Thread. Damage Take -5 damage.


    Hour 1, Roll 3- 2. 2-3. Things got heavy, fast! Thread seems to be everywhere, or at least, slipping through more than you thought it would. Is it just your location? Are other weyrlings this unlucky? Your dragon catches some, but not all, of the strands and what's worse, you wind up getting scored in the process! Thankfully, while the damage isn't major it's enough to send a shock of pain through the link. Threadscore: Take -1 Damage from Threadscore. Every time you roll this prompt, the damage goes up +1 as you and your dragon begin to exhaust themselves. Saves can nullify some or all of the damage, but the counter will continue to go up; Encouragement will reset the counter back to -1.

    Hour 2, Roll 1- 19. 19-20. It's a bit of a mixed bag here. To start, your dragon bit his or her tongue while you were feeding them stone and now there's just a constant residual ache in both your mouths. While you've managed to spit flame at the Enemy and char it into dust, you clearly need to work on your firestone toss because you wrenched an arm muscle during your last throw. Ow. To make matters worse, you wound up missing a formation change, and almost had a mid-air collision with a fellow weyrling. [If this is your 3rd time rolling, you take -4 HP from all the tongue-biting and arm wrenching, and quote a Weyrling to take -5HP from damage.] (first time)

    Hour 2, Roll 2- 14. 12-14. Firestone run! A weyrlings primary purpose, after all. Roll 5 D100s. Evens are successful tosses that make their mark. Odds are botched tosses that result in a second or third throw needed. (No you don’t have to roll it, it is just assumed to have happened.) Additional touches are as follows:

    If you roll a 1 you and your dragon wind up getting KO’d on your way to deliver the stone. You wind up flying right into a patch of Thread (or blown into one) and the damage is so great you fall from the sky. Death is fine but not required. Your weyrling probably won’t be graduating on time though, due to the injury. Talk about a harsh blooding!
    If you roll Odds in the 30s you can tell you’ve pissed off a wingrider. If you roll evens, you wind up calling out and warning them of danger! You are a pro!
    If you roll Odds in the 50s you’ve botched throwing stone to the Wingleader or Wingsecond. Hoo boy. If it’s evens, you land the roll and it’s a success. They even give you a salute. Awesome!
    If you roll Odds in the 90s you’ve botched getting stone to the Weyrleader or Weyrsecond. You’re ruined. If it’s evens, you land it on your first attempt and even get a nod of thanks! Amaaaazing!
    If you roll a 100 you not only successfully throw stone to a Wingleader or Wingsecond but you actually manage to save them from getting scored, thanks to some quick thinking and fancy flying on your part. It wasn’t a risk--just what team members do. On your way back, you’re also able to call out to one of you wingmates, and help them out too. What a hero you are! Save Earn a damage save to use on one of your fellow weyrlings at any point during the game! (Rolls: 45, 85, 23, 33, 82)


    Hour 2, Roll 3- 12. 12-14. Firestone run! A weyrlings primary purpose, after all. Roll 5 D100s. Evens are successful tosses that make their mark. Odds are botched tosses that result in a second or third throw needed. (No you don’t have to roll it, it is just assumed to have happened.) Additional touches are as follows:

    If you roll a 1 you and your dragon wind up getting KO’d on your way to deliver the stone. You wind up flying right into a patch of Thread (or blown into one) and the damage is so great you fall from the sky. Death is fine but not required. Your weyrling probably won’t be graduating on time though, due to the injury. Talk about a harsh blooding!
    If you roll Odds in the 30s you can tell you’ve pissed off a wingrider. If you roll evens, you wind up calling out and warning them of danger! You are a pro!
    If you roll Odds in the 50s you’ve botched throwing stone to the Wingleader or Wingsecond. Hoo boy. If it’s evens, you land the roll and it’s a success. They even give you a salute. Awesome!
    If you roll Odds in the 90s you’ve botched getting stone to the Weyrleader or Weyrsecond. You’re ruined. If it’s evens, you land it on your first attempt and even get a nod of thanks! Amaaaazing!
    If you roll a 100 you not only successfully throw stone to a Wingleader or Wingsecond but you actually manage to save them from getting scored, thanks to some quick thinking and fancy flying on your part. It wasn’t a risk--just what team members do. On your way back, you’re also able to call out to one of you wingmates, and help them out too. What a hero you are! Save Earn a damage save to use on one of your fellow weyrlings at any point during the game! (Rolls: 41, 42, 10, 47, 22)


    Hour 3, Roll 1- 13. 12-14. Firestone run! A weyrlings primary purpose, after all. Roll 5 D100s. Evens are successful tosses that make their mark. Odds are botched tosses that result in a second or third throw needed. (No you don’t have to roll it, it is just assumed to have happened.) Additional touches are as follows:

    If you roll a 1 you and your dragon wind up getting KO’d on your way to deliver the stone. You wind up flying right into a patch of Thread (or blown into one) and the damage is so great you fall from the sky. Death is fine but not required. Your weyrling probably won’t be graduating on time though, due to the injury. Talk about a harsh blooding!
    If you roll Odds in the 30s you can tell you’ve pissed off a wingrider. If you roll evens, you wind up calling out and warning them of danger! You are a pro!
    If you roll Odds in the 50s you’ve botched throwing stone to the Wingleader or Wingsecond. Hoo boy. If it’s evens, you land the roll and it’s a success. They even give you a salute. Awesome!
    If you roll Odds in the 90s you’ve botched getting stone to the Weyrleader or Weyrsecond. You’re ruined. If it’s evens, you land it on your first attempt and even get a nod of thanks! Amaaaazing!
    If you roll a 100 you not only successfully throw stone to a Wingleader or Wingsecond but you actually manage to save them from getting scored, thanks to some quick thinking and fancy flying on your part. It wasn’t a risk--just what team members do. On your way back, you’re also able to call out to one of you wingmates, and help them out too. What a hero you are! Save Earn a damage save to use on one of your fellow weyrlings at any point during the game! (Rolls: 58, 56, 64, 45, 26)


    Hour 3, Roll 2- 13. 12-14. Firestone run! A weyrlings primary purpose, after all. Roll 5 D100s. Evens are successful tosses that make their mark. Odds are botched tosses that result in a second or third throw needed. (No you don’t have to roll it, it is just assumed to have happened.) Additional touches are as follows:

    If you roll a 1 you and your dragon wind up getting KO’d on your way to deliver the stone. You wind up flying right into a patch of Thread (or blown into one) and the damage is so great you fall from the sky. Death is fine but not required. Your weyrling probably won’t be graduating on time though, due to the injury. Talk about a harsh blooding!
    If you roll Odds in the 30s you can tell you’ve pissed off a wingrider. If you roll evens, you wind up calling out and warning them of danger! You are a pro!
    If you roll Odds in the 50s you’ve botched throwing stone to the Wingleader or Wingsecond. Hoo boy. If it’s evens, you land the roll and it’s a success. They even give you a salute. Awesome!
    If you roll Odds in the 90s you’ve botched getting stone to the Weyrleader or Weyrsecond. You’re ruined. If it’s evens, you land it on your first attempt and even get a nod of thanks! Amaaaazing!
    If you roll a 100 you not only successfully throw stone to a Wingleader or Wingsecond but you actually manage to save them from getting scored, thanks to some quick thinking and fancy flying on your part. It wasn’t a risk--just what team members do. On your way back, you’re also able to call out to one of you wingmates, and help them out too. What a hero you are! Save Earn a damage save to use on one of your fellow weyrlings at any point during the game! (Rolls: 90, 26, 15, 32, 17)


    Hour 3, Roll 3- 10. 10. Someone call you butter, because you’re on a roll! Not only do you manage to flame down every target you go after, but formation changes are a breeze. Honestly, you’re feeling mighty proud of yourself and your dragon right now. Unfortunately, your luck doesn’t hold as the fighting carries on. One minute you were flying high, and the next minute something… something suddenly isn’t right. Oh no! You feel one of your straps begin to loosen. Did you not pull it tight enough? Was it a flaw in the design? Is it just bad luck!? While you’re okay for now, any jarring motions or wheels and dives make you feel just a little more closer to slipping off and out. [If this is your third time rolling this prompt, your straps actually break. While you are still connected to your dragon thanks to emergency straps, you have no choice but to return to the Weyr--much to your shame--and get your spare. Lose 2 rolls.] (first time)


    Hour 4, Roll 1- 5.
    5-6. Your adrenaline is pumping and you feel fit to fight! Whatever fears or worries you have, you’re absolutely ready to take the world by storm. Your dragon wheels and dives, and you wind up successfully flaming some strands. Of course, you also find yourself suddenly dangling in some mighty precarious positions as your dragon avoids getting smacked by a tangle of Thread. The straps you so valiantly worked on are the only thing keeping you from plummeting to your death. Let’s hope Thread doesn’t latch onto those thick leathers… and if they do, that your backup security straps work! Thankfully, as the fight continues, you focus on what’s important--flaming down Thread. If white, green, or blue, you wind up saving one of your wingmates thanks to your impressive quick wingwork! Damage Save Quote a wingmate and save them from the damage they would take. If brown or bronze, you play a bit of hero. Knowing your dragon should be able to take a hit, you can Self-Sacrifice. Quote a wingmate and take their damage instead. While it may hurt you, it also means you were able to save the day.
    Hour 4, Roll 2-
    Hour 4, Roll 3-
     

    Dea and #Teddy#

    Shy Regular

    Dea and #Teddy# rolled 1 20-sided dice: 9 Total: 9 (1-20)

    Dea and #Teddy#

    Shy Regular

    PostPosted: Fri Sep 13, 2019 11:28 pm
    Zamistia and Brown Nanuth

    User Image - Blocked by "Display Image" Settings. Click to show.



    HP: 22-1= 21-3= 18
    Status: Threadscore (damage +1 every time 2 or 3 is rolled)


    Zamistia was glad for a moment to breathe, there was no Thread around. However, that did not last for long, as they soon seemed surrounded by Thread. Where had it all come from, she wondered, a growl of pain coming from her brown as his right side got struck by a piece of Thread. She had him go between, to get rid of it, letting out of sigh of relief as they returned to formation. The little red head was usually not one to easily get angry, but seeing her dragon hurt did trouble her. Shouldn't some of their fellow wingmates have been covering better? Some of her friends rode the smaller colors, but those who were smaller could maneuver better, right?

    Someone was clearly not doing their job properly. Maybe they should take some pointers from some more dutiful members of our family,Nanuth grumbled.



    Hour 1, Roll 1- 5.
    5-6. Your adrenaline is pumping and you feel fit to fight! Whatever fears or worries you have, you’re absolutely ready to take the world by storm. Your dragon wheels and dives, and you wind up successfully flaming some strands. Of course, you also find yourself suddenly dangling in some mighty precarious positions as your dragon avoids getting smacked by a tangle of Thread. The straps you so valiantly worked on are the only thing keeping you from plummeting to your death. Let’s hope Thread doesn’t latch onto those thick leathers… and if they do, that your backup security straps work! Thankfully, as the fight continues, you focus on what’s important--flaming down Thread. If white, green, or blue, you wind up saving one of your wingmates thanks to your impressive quick wingwork! Damage Save Quote a wingmate and save them from the damage they would take. If brown or bronze, you play a bit of hero. Knowing your dragon should be able to take a hit, you can Self-Sacrifice. Quote a wingmate and take their damage instead. While it may hurt you, it also means you were able to save the day.


    Hour 1, Roll 2- 8. 8. Everything seemed to be going great. You manage to flame down quite a few clumps, and are even able to show off some impressive aeriel displays. Look at how amazing you are! Unfortunately, as a new Threadfighter, you’re finding it a lot more dizzying. Your jumps Between are sloppier than they usually are at drills. If your rider is naturally more nervous or anxious, you will find yourself jumping way outside of formation and wind up in a wingmates airspace. Damage: Quote a wingmate and have them take -5 damage from averting running into you and flying right into a strand of Threadfall

    If you are a more confident rider, your sudden confusion winds up costing you. In your attempts to correct your earlier trouble, you overcompensate for your earlier mistakes and this time wind up jumping Between right into a clump of Thread. Damage Take -5 damage.


    Hour 1, Roll 3- 2. 2-3. Things got heavy, fast! Thread seems to be everywhere, or at least, slipping through more than you thought it would. Is it just your location? Are other weyrlings this unlucky? Your dragon catches some, but not all, of the strands and what's worse, you wind up getting scored in the process! Thankfully, while the damage isn't major it's enough to send a shock of pain through the link. Threadscore: Take -1 Damage from Threadscore. Every time you roll this prompt, the damage goes up +1 as you and your dragon begin to exhaust themselves. Saves can nullify some or all of the damage, but the counter will continue to go up; Encouragement will reset the counter back to -1.

    Hour 2, Roll 1- 19. 19-20. It's a bit of a mixed bag here. To start, your dragon bit his or her tongue while you were feeding them stone and now there's just a constant residual ache in both your mouths. While you've managed to spit flame at the Enemy and char it into dust, you clearly need to work on your firestone toss because you wrenched an arm muscle during your last throw. Ow. To make matters worse, you wound up missing a formation change, and almost had a mid-air collision with a fellow weyrling. [If this is your 3rd time rolling, you take -4 HP from all the tongue-biting and arm wrenching, and quote a Weyrling to take -5HP from damage.] (first time)

    Hour 2, Roll 2- 14. 12-14. Firestone run! A weyrlings primary purpose, after all. Roll 5 D100s. Evens are successful tosses that make their mark. Odds are botched tosses that result in a second or third throw needed. (No you don’t have to roll it, it is just assumed to have happened.) Additional touches are as follows:

    If you roll a 1 you and your dragon wind up getting KO’d on your way to deliver the stone. You wind up flying right into a patch of Thread (or blown into one) and the damage is so great you fall from the sky. Death is fine but not required. Your weyrling probably won’t be graduating on time though, due to the injury. Talk about a harsh blooding!
    If you roll Odds in the 30s you can tell you’ve pissed off a wingrider. If you roll evens, you wind up calling out and warning them of danger! You are a pro!
    If you roll Odds in the 50s you’ve botched throwing stone to the Wingleader or Wingsecond. Hoo boy. If it’s evens, you land the roll and it’s a success. They even give you a salute. Awesome!
    If you roll Odds in the 90s you’ve botched getting stone to the Weyrleader or Weyrsecond. You’re ruined. If it’s evens, you land it on your first attempt and even get a nod of thanks! Amaaaazing!
    If you roll a 100 you not only successfully throw stone to a Wingleader or Wingsecond but you actually manage to save them from getting scored, thanks to some quick thinking and fancy flying on your part. It wasn’t a risk--just what team members do. On your way back, you’re also able to call out to one of you wingmates, and help them out too. What a hero you are! Save Earn a damage save to use on one of your fellow weyrlings at any point during the game! (Rolls: 45, 85, 23, 33, 82)


    Hour 2, Roll 3- 12. 12-14. Firestone run! A weyrlings primary purpose, after all. Roll 5 D100s. Evens are successful tosses that make their mark. Odds are botched tosses that result in a second or third throw needed. (No you don’t have to roll it, it is just assumed to have happened.) Additional touches are as follows:

    If you roll a 1 you and your dragon wind up getting KO’d on your way to deliver the stone. You wind up flying right into a patch of Thread (or blown into one) and the damage is so great you fall from the sky. Death is fine but not required. Your weyrling probably won’t be graduating on time though, due to the injury. Talk about a harsh blooding!
    If you roll Odds in the 30s you can tell you’ve pissed off a wingrider. If you roll evens, you wind up calling out and warning them of danger! You are a pro!
    If you roll Odds in the 50s you’ve botched throwing stone to the Wingleader or Wingsecond. Hoo boy. If it’s evens, you land the roll and it’s a success. They even give you a salute. Awesome!
    If you roll Odds in the 90s you’ve botched getting stone to the Weyrleader or Weyrsecond. You’re ruined. If it’s evens, you land it on your first attempt and even get a nod of thanks! Amaaaazing!
    If you roll a 100 you not only successfully throw stone to a Wingleader or Wingsecond but you actually manage to save them from getting scored, thanks to some quick thinking and fancy flying on your part. It wasn’t a risk--just what team members do. On your way back, you’re also able to call out to one of you wingmates, and help them out too. What a hero you are! Save Earn a damage save to use on one of your fellow weyrlings at any point during the game! (Rolls: 41, 42, 10, 47, 22)


    Hour 3, Roll 1- 13. 12-14. Firestone run! A weyrlings primary purpose, after all. Roll 5 D100s. Evens are successful tosses that make their mark. Odds are botched tosses that result in a second or third throw needed. (No you don’t have to roll it, it is just assumed to have happened.) Additional touches are as follows:

    If you roll a 1 you and your dragon wind up getting KO’d on your way to deliver the stone. You wind up flying right into a patch of Thread (or blown into one) and the damage is so great you fall from the sky. Death is fine but not required. Your weyrling probably won’t be graduating on time though, due to the injury. Talk about a harsh blooding!
    If you roll Odds in the 30s you can tell you’ve pissed off a wingrider. If you roll evens, you wind up calling out and warning them of danger! You are a pro!
    If you roll Odds in the 50s you’ve botched throwing stone to the Wingleader or Wingsecond. Hoo boy. If it’s evens, you land the roll and it’s a success. They even give you a salute. Awesome!
    If you roll Odds in the 90s you’ve botched getting stone to the Weyrleader or Weyrsecond. You’re ruined. If it’s evens, you land it on your first attempt and even get a nod of thanks! Amaaaazing!
    If you roll a 100 you not only successfully throw stone to a Wingleader or Wingsecond but you actually manage to save them from getting scored, thanks to some quick thinking and fancy flying on your part. It wasn’t a risk--just what team members do. On your way back, you’re also able to call out to one of you wingmates, and help them out too. What a hero you are! Save Earn a damage save to use on one of your fellow weyrlings at any point during the game! (Rolls: 58, 56, 64, 45, 26)


    Hour 3, Roll 2- 13. 12-14. Firestone run! A weyrlings primary purpose, after all. Roll 5 D100s. Evens are successful tosses that make their mark. Odds are botched tosses that result in a second or third throw needed. (No you don’t have to roll it, it is just assumed to have happened.) Additional touches are as follows:

    If you roll a 1 you and your dragon wind up getting KO’d on your way to deliver the stone. You wind up flying right into a patch of Thread (or blown into one) and the damage is so great you fall from the sky. Death is fine but not required. Your weyrling probably won’t be graduating on time though, due to the injury. Talk about a harsh blooding!
    If you roll Odds in the 30s you can tell you’ve pissed off a wingrider. If you roll evens, you wind up calling out and warning them of danger! You are a pro!
    If you roll Odds in the 50s you’ve botched throwing stone to the Wingleader or Wingsecond. Hoo boy. If it’s evens, you land the roll and it’s a success. They even give you a salute. Awesome!
    If you roll Odds in the 90s you’ve botched getting stone to the Weyrleader or Weyrsecond. You’re ruined. If it’s evens, you land it on your first attempt and even get a nod of thanks! Amaaaazing!
    If you roll a 100 you not only successfully throw stone to a Wingleader or Wingsecond but you actually manage to save them from getting scored, thanks to some quick thinking and fancy flying on your part. It wasn’t a risk--just what team members do. On your way back, you’re also able to call out to one of you wingmates, and help them out too. What a hero you are! Save Earn a damage save to use on one of your fellow weyrlings at any point during the game! (Rolls: 90, 26, 15, 32, 17)


    Hour 3, Roll 3- 10. 10. Someone call you butter, because you’re on a roll! Not only do you manage to flame down every target you go after, but formation changes are a breeze. Honestly, you’re feeling mighty proud of yourself and your dragon right now. Unfortunately, your luck doesn’t hold as the fighting carries on. One minute you were flying high, and the next minute something… something suddenly isn’t right. Oh no! You feel one of your straps begin to loosen. Did you not pull it tight enough? Was it a flaw in the design? Is it just bad luck!? While you’re okay for now, any jarring motions or wheels and dives make you feel just a little more closer to slipping off and out. [If this is your third time rolling this prompt, your straps actually break. While you are still connected to your dragon thanks to emergency straps, you have no choice but to return to the Weyr--much to your shame--and get your spare. Lose 2 rolls.] (first time)


    Hour 4, Roll 1- 5.
    5-6. Your adrenaline is pumping and you feel fit to fight! Whatever fears or worries you have, you’re absolutely ready to take the world by storm. Your dragon wheels and dives, and you wind up successfully flaming some strands. Of course, you also find yourself suddenly dangling in some mighty precarious positions as your dragon avoids getting smacked by a tangle of Thread. The straps you so valiantly worked on are the only thing keeping you from plummeting to your death. Let’s hope Thread doesn’t latch onto those thick leathers… and if they do, that your backup security straps work! Thankfully, as the fight continues, you focus on what’s important--flaming down Thread. If white, green, or blue, you wind up saving one of your wingmates thanks to your impressive quick wingwork! Damage Save Quote a wingmate and save them from the damage they would take. If brown or bronze, you play a bit of hero. Knowing your dragon should be able to take a hit, you can Self-Sacrifice. Quote a wingmate and take their damage instead. While it may hurt you, it also means you were able to save the day.


    Hour 4, Roll 2- 9. 9. It’s all the little stuff that is causing you problems! One minute your airspace is clear, another minute you find it full of Thread. Where is your cover!? If you’re a bronze or brown rider, you can’t help but feel that the smaller colors aren’t doing their jobs in trying to keep your dragon safe. If you’re a white, green, or blue rider, you almost start to suspect the larger color you’re covering is just using you as some meat shield and not bothering to flame like they should. Whether it’s actually true, or paranoia from all the stress, you can feel your irritation levels rise. Aren’t you supposed to be on a team and work together? Ugh! Damage -3 HP.

    [If this is your 3rd time rolling this prompt throughout the game, Quote a Wingmate to take Strife. For the rest of the game, you are feeling salty. You cannot save the quoted dragon from damage of any type and if they save you from damage, it will only half what you take (rounded down). Huff. The counter resets after you take Strife. You may carry this agitation with you post-game to work out (or duke out?!) in the Barracks.] (first time)
    Hour 4, Roll 3-
     
    Sweet Symmetry rolled 1 20-sided dice: 13 Total: 13 (1-20)
    PostPosted: Fri Sep 13, 2019 11:39 pm
    User Image
    HP: 24/33

    Hour 1-1: 13 - scored and out of position - -9 HP
    Hour 1-2:
    Hour 1-3:

    Hour 2-1:
    Hour 2-2:
    Hour 2-3:

    Hour 3-1:
    Hour 3-2:
    Hour 3-3:

    Hour 4-1:
    Hour 4-2:
    Hour 4-3:


    Their hearts beat a war tattoo. It was a song that bonded them, joined them, and Nyara didn’t need to look up or reach out with her mind to know Mictecath felt as she did: blood was beginning to stir in their veins, and a primal fury bubbled beneath a facade of steely calm.

    No. Today they were not going to panic.

    We can do this. She hardened her heart against a rising swell of emotion; Mictecath was already reaching out to her clutchmates, wanting to fuss, to protect… We have to do our duty, Mic. Remember? We cannot let our emotions control us… The memories of their Betweening lessons came back, as well as the humiliating remedial ones that had followed.

    No. Nyaranau wouldn’t let her confidence be shaken. She was the rider. She could not allow Mictecath to control her thoughts and desires all of the time.

    I understand…

    -----


    Quote:
    12-14. You're not sure what happened, but you miss your target and get clobbered by Thread. You try to focus and blink between, but the question remains--just how focused was your visual? Roll a D10. Odds, you botched and wind up outside your wingspace--whoops. Evens, you kept your focus and managed to Between back in formation. Roll another D10 to see how bad the damage is and how bad you and your gold happen to be! 9 damage!


    Strapped in and flying, Nyara clenched the flamethrower tightly. Her breath caught in her throat as she raised the nozzle towards a large clump falling into their path.

    This is it.

    Tension coursed between them, rider and dragon single-mindedly staring down the foe.

    The flamethrower failed.

    The Thread tangled with Mictecath’s forearms as she tried to backpedal in the air. With a shriek of pain, she Betweened. Nyaranau closed her eyes, trying to imagine their position back amongst the ranks of the queen dragons…

    And they were off, out by dragonlengths. Another clump of the deadly menaced caught Mictecath’s wing. Once more, the gold dragon ducked Between.

    Shards! Nyara cursed, frantic as they reemerged. My love- she began, earnest in her worry.

    I can fly. Mictecath growled back, now furious that she had been so badly served.  

    Sweet Symmetry

    Tipsy Kitten

    Sweet Symmetry rolled 1 10-sided dice: 5 Total: 5 (1-10)

    Sweet Symmetry

    Tipsy Kitten

    PostPosted: Fri Sep 13, 2019 11:40 pm
    Rolling for odds and evens.  
    Reply
    [IC RP] High Reaches Weyr

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